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Thread: On Economic Warfare

  1. #1

    Default On Economic Warfare

    There is a wide spectrum of ETW players, from the buffs who would like Europa Universalis-like complication on the campaign map, to those who think the ETW economic system is already confusing enough. I offer a thought that will, most likely, please both:

    Imagine that resources (mines, logging camps, etc) had a more immediate effect on gameplay. Presently, they are good for 1. Adding wealth to the region and 2. Giving you goods to trade on some very abstract world market. Suppose that, aside from those two functions, certain resources helped you in your war efforts.

    If you own a coal mine, you can make cheaper weapons not having to import foreign materials. Same with wood and ships. Being a small nation with no colonies, fielding an army should be somewhat more expensive. On the other hand, if you are a superpower with tons of colonies and resources, you could make some money by exporting materials to other factions in need. All this can be easily portrayed in a quantity added/subtracted to unit price, with no need of complex trade menus or agreements (less resources means you have to buy them, so extra unit price; more resources means you can sell them, so less unit price).

    Now, suppose, you enter a war with a faction you were previously supplying with war materials, or you simply suspect that faction of getting too powerful and dangerous. Surely you would rather have your coffers suffer a little than keep letting them make weapons, so you decide to stop supplying them with a certain resource (a simple "cut exports" button would achieve this).

    This would make trade route blockades have a strategic value, other than the joy of piracy.

  2. #2

    Default Re: On Economic Warfare

    Quote Originally Posted by bethesrasta View Post
    There is a wide spectrum of ETW players, from the buffs who would like Europa Universalis-like complication on the campaign map, to those who think the ETW economic system is already confusing enough. I offer a thought that will, most likely, please both:

    Imagine that resources (mines, logging camps, etc) had a more immediate effect on gameplay. Presently, they are good for 1. Adding wealth to the region and 2. Giving you goods to trade on some very abstract world market. Suppose that, aside from those two functions, certain resources helped you in your war efforts.

    If you own a coal mine, you can make cheaper weapons not having to import foreign materials. Same with wood and ships. Being a small nation with no colonies, fielding an army should be somewhat more expensive. On the other hand, if you are a superpower with tons of colonies and resources, you could make some money by exporting materials to other factions in need. All this can be easily portrayed in a quantity added/subtracted to unit price, with no need of complex trade menus or agreements (less resources means you have to buy them, so extra unit price; more resources means you can sell them, so less unit price).

    Now, suppose, you enter a war with a faction you were previously supplying with war materials, or you simply suspect that faction of getting too powerful and dangerous. Surely you would rather have your coffers suffer a little than keep letting them make weapons, so you decide to stop supplying them with a certain resource (a simple "cut exports" button would achieve this).

    This would make trade route blockades have a strategic value, other than the joy of piracy.
    You should check out A Proper Empire: Terra Incognita. They've already implemented some of this.

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